Dreamland
- 4 Devlogs
- 23 Total hours
A voxel engine that utilizes virtualized geometry (nanite like)
A voxel engine that utilizes virtualized geometry (nanite like)
Grass blades now spawn and work with the progressive terrain generation
I am continuing work on gpu meshing and just in general world creation. I improved the mesher by adding full LoD support, and I started a gpu memory allocator. I store the state of each chunk column. So it allowed me to have this progressive mesh generator because I also have made the mesher use batches instead(Which was difficult to add). The blogs are gonna be much more sparse because for me to have something to blog about I need to do a lot of work as all the low hanging fruits were already picked
I’ve implemented the first version of GPU meshing and meshlet generation.
It’s about 20 times faster than what my CPU can do (I have an rx 9070 and a 5950x)
Also I don’t need to upload all the data so it’s even faster there (it was also quite slow to do)
Of course, we are comparing an algorithm I tinkered and worked on for months to the GPU version which I just finished, so it’s completely unfair, as the CPU also can utilize more tricks with chunk generation skipping etc… using data that the GPU currently doesn’t yet have
I am continuing work on my main project, it’s a voxel engine utilizing virtualized geometry and splatting. It’s software rasterized but uses hardware rasterization in some cases. I’ve implemented clouds using raymarching and secondary lights. Currently the light is accelerated using only chunks. Nothing fancy yet but it’s a start